EU primetime stalemates, heatmaps, and roaming incentives
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Re: EU primetime stalemates, heatmaps, and roaming incentives
Don't know if it was tried before but a simple one could be to increase box drops like BO lock = 4 boxes with respawn all 10 or 20 sec so it is easier to level keeps with box delivery and it makes more sense to hold or fight for a bo to get enemy boxes?
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Re: EU primetime stalemates, heatmaps, and roaming incentives
The problem is that still leaves keeps the issue, nobody wants to touch a keep until they have a sizeable numbers advantage so getting keeps levelled faster won't help. Keeps often sit on level 3 for hours at a time just waiting for 1 side to get bored and log off.
Re: EU primetime stalemates, heatmaps, and roaming incentives
The siege is very boring.
After you im bis you looking for fun or make an alt.
Siege is not fun usually at all.
I have some idea to make it fun.
Rat ogre for example.
To cap keep should hold outer oilroom topfloor and ground floor.
Lord should be only attackable if you have atleast 3 bo to.
Oil should be repaiable.
I have many more idea.
But the most importatnt is rat ogre.
After you im bis you looking for fun or make an alt.
Siege is not fun usually at all.
I have some idea to make it fun.
Rat ogre for example.
To cap keep should hold outer oilroom topfloor and ground floor.
Lord should be only attackable if you have atleast 3 bo to.
Oil should be repaiable.
I have many more idea.
But the most importatnt is rat ogre.
Re: EU primetime stalemates, heatmaps, and roaming incentives
Sieging only possible when you have an aao advantage (or a big org vs pug gap). The EU org guilds are logging in for 2ish hrs and are balancing on either side therefore rare to have big enough aao advantage to successfully siege in EU primetime. Sieges are also super boring gameplay for an org warband who want to fight and not afk in/outside a keep. There is also no point in sieging as an org warband as there is no interesting campaign and you get enough rewards from just kills alone.
That combined with 0 realm pride as you play both sides and only care if your warband wins/loses leads to ping pong between warcamps till the org warbands log off and pop gets imbalanced allowing sieges again. For a lot of people though this is quite fun and gets a lot of kills/rps. Whilst this is the best source of kills/rps and there is nothing interesting to do it wont really change (and has been this way for years with the city changes just making it worse). Order currently missing a blob lord on most days to compete.
That combined with 0 realm pride as you play both sides and only care if your warband wins/loses leads to ping pong between warcamps till the org warbands log off and pop gets imbalanced allowing sieges again. For a lot of people though this is quite fun and gets a lot of kills/rps. Whilst this is the best source of kills/rps and there is nothing interesting to do it wont really change (and has been this way for years with the city changes just making it worse). Order currently missing a blob lord on most days to compete.
Garamore - Chosen Garamar - Marauder Garachop - Choppa Garamor - Slayer
Warband leader for Hand of Blood
https://www.twitch.tv/therealgaramore
Warband leader for Hand of Blood
https://www.twitch.tv/therealgaramore
Re: EU primetime stalemates, heatmaps, and roaming incentives
Im still convinced that warband format is bad for this game. Non prime prime time its just one blob midlesly pushing lesser into warcamp and taking empty keeps. Boring and stupid gameplay. Just becouse pug see only way to "play" it - join pug blob wb.
Devs tried to unblob rvr, adding the rr buff system, but its half measure and it simply ignored.
In case of some maps, bilions of topics was created to move warcamp in Eataine, Caledor, Highpass etc. No reaction.
And comunity of server eating itself alive creating uniteresting content and forcing everybody to play it.
Remove warbands, blob will vanish instantly. Mass of players will start move more chaotically and spread all around rvr zone. viewtopic.php?t=56116 but i think devs see such solutions like radical heresy.
Devs tried to unblob rvr, adding the rr buff system, but its half measure and it simply ignored.
In case of some maps, bilions of topics was created to move warcamp in Eataine, Caledor, Highpass etc. No reaction.
And comunity of server eating itself alive creating uniteresting content and forcing everybody to play it.
Remove warbands, blob will vanish instantly. Mass of players will start move more chaotically and spread all around rvr zone. viewtopic.php?t=56116 but i think devs see such solutions like radical heresy.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.
Re: EU primetime stalemates, heatmaps, and roaming incentives
Nothing would change. All that would happen is have a bunch of groups of 6 people blob together just like now with "overflow groups" - and make the game more annoying to play for people who want to play RvR and not small-scale.Sever1n wrote: Thu Oct 09, 2025 7:37 am Remove warbands, blob will vanish instantly. Mass of players will start move more chaotically and spread all around rvr zone. viewtopic.php?t=56116 but i think devs see such solutions like radical heresy.
1. - Players find a way to fight around low-effort solutions. Just like we have 3 warband blobs following each other now, what's preventing anyone from doing the same with groups, nothing. Literally nothing, in fact I think it would create even bigger blobs because grouping together would become more of a norm than it is now. Currently there is a trend returning of multiple warbands on the same discord - well this is still rare because those warbands are few and far between. But if groups were to blob up together? You would easily see discord with 30-40+ players on it because grouping will become such an every-day habit.
Eseentially, by removing warbands - you will just create an army of new lemmings who will create overflow groups.
2. - Groups of 6 will punish new players even more so than right now, including autoband addon problem. With 2/2/2 6-men groups, do you think anyone will want a level 16 dps in their group? Or a level 16 two-handed tank? You can kinda carry those guys in a warband... one or two maybe... but in 6-men groups? Say goodbye to any new player joining there and not getting kicked.
3. - Forcing Groups instead of Warbands won't make 2/2/2 easier to create. You would just have even more messed up 1/4/1 groups lacking healers and tanks, because there's just not enough support players playing the game, but those groups now won't have a warband to make-up for the lacking roles, you won't have a shaman or archmage cross-healing the other parties. Will these 1/4/1 groups queue SCs more? Don't think so because they will still likely get farmed by a real 2/2/2 group.
4. - Just because the group size maximum would be 6, doesn't mean people will want to queue SCs more, why would they? Did SCs become magically better because warbands disappeared? Are people not queueing SCs because they are in a warband? No, it's because Scenarios are garbage and people don't want to put in the effort of getting better at them either.
5. - More Ranked? Absolutely not, people will get demolished even more than in normal SCs.
Re: EU primetime stalemates, heatmaps, and roaming incentives
1. - Players find a way to fight around low-effort solutions. Just like we have 3 warband blobs following each other now, what's preventing anyone from doing the same with groups, nothing. Literally nothing, in fact I think it would create even bigger blobs because grouping together would become more of a norm than it is now. Currently there is a trend returning of multiple warbands on the same discord - well this is still rare because those warbands are few and far between. But if groups were to blob up together? You would easily see discord with 30-40+ players on it because grouping will become such an every-day habit.
People doing that coz it only solution to face blob and survive. Blob are leaded by 3-4 warband leaders. Make it 12 16 and bam every group have diferent thing in mind wich will lead to diferent way of play. Its will make figth a lot more unblobed then figths where 1 guild are followed by blob of 24 pugs that have no other choices, cos they doe in 1 sec when alone. Its a circle blob create more blob, but organized. But look at guild sizes at prime. There maybe 2 that actually have 24+man. Other usually small guild of friend that consist of 6-12 members, but they are forsed to make 24 with recruiting pug.
Eseentially, by removing warbands - you will just create an army of new lemmings who will create overflow groups.
And who they follow? Now they follow marked few, but when few became many then what lemmings do?
2. - Groups of 6 will punish new players even more so than right now, including autoband addon problem. With 2/2/2 6-men groups, do you think anyone will want a level 16 dps in their group? Or a level 16 two-handed tank? You can kinda carry those guys in a warband... one or two maybe... but in 6-men groups? Say goodbye to any new player joining there and not getting kicked.
People actually doing this, not all of players are bis or siting on 1 alt forever and demand bis from everyone in group. All of you had new to game friend in your 6 man in some period of time. Thats normal, and bolster didnt vanish.
3. - Forcing Groups instead of Warbands won't make 2/2/2 easier to create. You would just have even more messed up 1/4/1 groups lacking healers and tanks, because there's just not enough support players playing the game, but those groups now won't have a warband to make-up for the lacking roles, you won't have a shaman or archmage cross-healing the other parties. Will these 1/4/1 groups queue SCs more? Don't think so because they will still likely get farmed by a real 2/2/2 group.
Then think outside 2/2/2 mindset. Creative players dont give **** about 2/2/2. Wh groups, ranged 3/groups, gobbos groups, 7rp 1wh groups. They all show that game can be fun and playable without minmaxing. Every pug scenario with random pug spec setups when discordants wasnt dead was fun, even without 2/2/2, if it have atleast few of each archetype.
4. - Just because the group size maximum would be 6, doesn't mean people will want to queue SCs more, why would they? Did SCs become magically better because warbands disappeared? Are people not queueing SCs because they are in a warband? No, it's because Scenarios are garbage and people don't want to put in the effort of getting better at them either.
U can que into sc when you in wb? No? But 6 man can. And about garbage - its fault only of degradation of comunity that drive skilled players away from game and system that rewards blobing more that playing sc. They was jem of game, but look where this 48 man discord get us.
5. - More Ranked? Absolutely not, people will get demolished even more than in normal SCs.
Becouse u said so? More 6mans that have fun ingame, that learn to play instead of blob - more potentional strong 6 man que. Not instantly but eventually. Its better then dead que, atleast give some hope for future of ranked.
Whole picture now can be discribed in 1 word -stagnation. No one can predict how changing 24 to 6 will change game in full. But it can be atleast tried to see result. And reverted if it will be bad. Everything is better then be locked in this 24 2/2/2 purgatory forewer.
People doing that coz it only solution to face blob and survive. Blob are leaded by 3-4 warband leaders. Make it 12 16 and bam every group have diferent thing in mind wich will lead to diferent way of play. Its will make figth a lot more unblobed then figths where 1 guild are followed by blob of 24 pugs that have no other choices, cos they doe in 1 sec when alone. Its a circle blob create more blob, but organized. But look at guild sizes at prime. There maybe 2 that actually have 24+man. Other usually small guild of friend that consist of 6-12 members, but they are forsed to make 24 with recruiting pug.
Eseentially, by removing warbands - you will just create an army of new lemmings who will create overflow groups.
And who they follow? Now they follow marked few, but when few became many then what lemmings do?
2. - Groups of 6 will punish new players even more so than right now, including autoband addon problem. With 2/2/2 6-men groups, do you think anyone will want a level 16 dps in their group? Or a level 16 two-handed tank? You can kinda carry those guys in a warband... one or two maybe... but in 6-men groups? Say goodbye to any new player joining there and not getting kicked.
People actually doing this, not all of players are bis or siting on 1 alt forever and demand bis from everyone in group. All of you had new to game friend in your 6 man in some period of time. Thats normal, and bolster didnt vanish.
3. - Forcing Groups instead of Warbands won't make 2/2/2 easier to create. You would just have even more messed up 1/4/1 groups lacking healers and tanks, because there's just not enough support players playing the game, but those groups now won't have a warband to make-up for the lacking roles, you won't have a shaman or archmage cross-healing the other parties. Will these 1/4/1 groups queue SCs more? Don't think so because they will still likely get farmed by a real 2/2/2 group.
Then think outside 2/2/2 mindset. Creative players dont give **** about 2/2/2. Wh groups, ranged 3/groups, gobbos groups, 7rp 1wh groups. They all show that game can be fun and playable without minmaxing. Every pug scenario with random pug spec setups when discordants wasnt dead was fun, even without 2/2/2, if it have atleast few of each archetype.
4. - Just because the group size maximum would be 6, doesn't mean people will want to queue SCs more, why would they? Did SCs become magically better because warbands disappeared? Are people not queueing SCs because they are in a warband? No, it's because Scenarios are garbage and people don't want to put in the effort of getting better at them either.
U can que into sc when you in wb? No? But 6 man can. And about garbage - its fault only of degradation of comunity that drive skilled players away from game and system that rewards blobing more that playing sc. They was jem of game, but look where this 48 man discord get us.
5. - More Ranked? Absolutely not, people will get demolished even more than in normal SCs.
Becouse u said so? More 6mans that have fun ingame, that learn to play instead of blob - more potentional strong 6 man que. Not instantly but eventually. Its better then dead que, atleast give some hope for future of ranked.
Whole picture now can be discribed in 1 word -stagnation. No one can predict how changing 24 to 6 will change game in full. But it can be atleast tried to see result. And reverted if it will be bad. Everything is better then be locked in this 24 2/2/2 purgatory forewer.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.
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- Posts: 210
Re: EU primetime stalemates, heatmaps, and roaming incentives
If you do want to revive 6vs6 scenarios, I do recommend you try to push some sort of incentive to warband guilds or community in general. Like I do remember I joined some random guild ages past, they mostly did some 2-3 group warbands in general. But, in the guild there were also scenario parties, and one day they needed people to join and just went "Hey, you wanna join up for scenarios", did some scenarios with them and lo behold we happened to do 6vs6 events and ****. And then, swapped to few guilds after that, all warband focused in general but all of them had also decent 6-man group that sometimes did 6vs6 events with other guilds. That culture has withered for some reason. Maybe people are way too hesitant to invite people in outside cliques or that it is expected that a guild is either 6man guild or a wb guild?
Also in reverse back then smallscale guilds usually were allied and could grab for themselves 2-4 group orvr setup and do wb action.
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Re: EU primetime stalemates, heatmaps, and roaming incentives
I dont believe that on whole server plays such messiah that this community will listen. Only devs can do that, with words and fixes that was really needed years ago. But theres no communication with them, and they dont answer our prayers. This place full of possible solutions, but usually used just for dreaming of bright future that will come one day. And u described normal functional guild, sadly top rvr guilds far from it, they active 2-3 times per week in rvr for 4 hours then drop into coma.dirnsterer wrote: Thu Oct 09, 2025 9:34 amIf you do want to revive 6vs6 scenarios, I do recommend you try to push some sort of incentive to warband guilds or community in general.
Noximilien - AM, Severi - SM, Ravandin - SW, Celebor - WL, Ernwald - WH, Demandred - BG, Mesana - Sork, Beliar - DoK.
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- Posts: 210
Re: EU primetime stalemates, heatmaps, and roaming incentives
Do not know why it needs to be a single person that just tells everyone what to do, it would never work hence devs taking that mantle and doing the same thing that would not work makes no sense. Why cannot it be a group of people, guild leaders, guild officers working it out together to set events for the community. And as you said, top rvr guilds drop into coma after set orvr days, what if there are people who play on offdays would also maybe get something to do if this would prosper as community events and drive? And the people who would drive this forward could be those people? I know right, it needs work. Shocking.Sever1n wrote: Thu Oct 09, 2025 10:26 amI dont believe that on whole server plays such messiah that this community will listen. Only devs can do that, with words and fixes that was really needed years ago. But theres no communication with them, and they dont answer our prayers. This place full of possible solutions, but usually used just for dreaming of bright future that will come one day. And u described normal functional guild, sadly top rvr guilds far from it, they active 2-3 times per week in rvr for 4 hours then drop into coma.dirnsterer wrote: Thu Oct 09, 2025 9:34 amIf you do want to revive 6vs6 scenarios, I do recommend you try to push some sort of incentive to warband guilds or community in general.
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